#include "config.h"
#include "version.h"
#include "drawscene.h"
+#include "subgame.h"
+#include "server.h"
+#include "database.h"
+#include "database-sqlite3.h"
extern gui::IGUIEnvironment* guienv;
IrrlichtDevice *device,
const char *playername,
std::string password,
+ bool is_simple_singleplayer_game,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
m_inventory_updated(false),
m_inventory_from_server(NULL),
m_inventory_from_server_age(0.0),
+ m_show_hud(true),
m_animation_time(0),
m_crack_level(-1),
m_crack_pos(0,0,0),
Add local player
*/
{
- Player *player = new LocalPlayer(this);
-
- player->updateName(playername);
+ Player *player = new LocalPlayer(this, playername);
m_env.addPlayer(player);
}
+
+ if (g_settings->getBool("enable_local_map_saving")
+ && !is_simple_singleplayer_game) {
+ const std::string world_path = porting::path_user + DIR_DELIM + "worlds"
+ + DIR_DELIM + "server_" + g_settings->get("address")
+ + "_" + g_settings->get("remote_port");
+
+ SubgameSpec gamespec;
+ if (!getWorldExists(world_path)) {
+ gamespec = findSubgame(g_settings->get("default_game"));
+ if (!gamespec.isValid())
+ gamespec = findSubgame("minimal");
+ } else {
+ std::string world_gameid = getWorldGameId(world_path, false);
+ gamespec = findWorldSubgame(world_path);
+ }
+ if (!gamespec.isValid()) {
+ errorstream << "Couldn't find subgame for local map saving." << std::endl;
+ return;
+ }
+
+ localserver = new Server(world_path, gamespec, false, false);
+ localdb = new Database_SQLite3(&(ServerMap&)localserver->getMap(), world_path);
+ localdb->beginSave();
+ actionstream << "Local map saving started, map will be saved at '" << world_path << "'" << std::endl;
+ } else {
+ localdb = NULL;
+ }
}
void Client::Stop()
{
//request all client managed threads to stop
m_mesh_update_thread.Stop();
+ if (localdb != NULL) {
+ actionstream << "Local map saving ended" << std::endl;
+ localdb->endSave();
+ }
}
bool Client::isShutdown()
sector->insertBlock(block);
}
+ if (localdb != NULL) {
+ ((ServerMap&) localserver->getMap()).saveBlock(block, localdb);
+ }
+
/*
Add it to mesh update queue and set it to be acknowledged after update.
*/
{
}
- // add urgent task to update the modified node
- addUpdateMeshTaskForNode(p, false, true);
-
for(std::map<v3s16, MapBlock * >::iterator
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
{
- addUpdateMeshTaskWithEdge(i->first);
+ addUpdateMeshTask(i->first, false, false);
}
+ // add urgent task to update the modified node
+ addUpdateMeshTaskForNode(p, false, true);
}
void Client::addNode(v3s16 p, MapNode n, bool remove_metadata)
{
- TimeTaker timer1("Client::addNode()");
+ //TimeTaker timer1("Client::addNode()");
std::map<v3s16, MapBlock*> modified_blocks;
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
{
- addUpdateMeshTaskWithEdge(i->first);
+ addUpdateMeshTask(i->first, false, false);
}
}
// Update node textures and assign shaders to each tile
infostream<<"- Updating node textures"<<std::endl;
- m_nodedef->updateTextures(m_tsrc, m_shsrc);
+ m_nodedef->updateTextures(this);
// Preload item textures and meshes if configured to
if(g_settings->getBool("preload_item_visuals"))
{
return m_shsrc;
}
+scene::ISceneManager* Client::getSceneManager()
+{
+ return m_device->getSceneManager();
+}
u16 Client::allocateUnknownNodeId(const std::string &name)
{
errorstream<<"Client::allocateUnknownNodeId(): "